
Documentation | Forum | SupportEditor tool for calculating per-vertex mesh thickness (based on the GDC 2011 Colin Barre-Brisebois talk), that can be used in various calculations and effects like translucent and subsurface scattering shaders, soft-body simulation and others.Calculated thickness is a grayscale value in the range of [0, 1], where 0 corresponds to the minimal mesh thickness and 1 to maximum. Thickness is calculated per-vertex and can be saved inside any mesh vertex buffer (uv0-uv7, normal, tangent or vertex color).Supported Unity versions (only LTS):✅ Unity 2019.4✅ Unity 2020.3✅ Unity 2021.3✅ Unity 2022.3✅ Unity 6000.0Supported render pipelines:✅ Built-in✅ Universal (URP)✅ High Definition (HDRP)Source code:✅ IncludedAsset is already included in the Amazing Tools Bundle.⚠️Note:• Mesh thickness is generated per-vertex and its calculation speed and quality depends on the mesh vertex count.• This tool allows generating thickness and saving it inside a mesh and package includes Preview shader for rendering this baked data. However it is up to the user to create and setup custom shaders for reading baked thickness from a mesh and render it according to the requirements.• Package does not include any translucent, subsurface scattering or any other shaders or files used in the promo screenshots.